1) Setup
- Players: 2
- Board 8×8. Place so each player has a white/light square on their right corner.
- Back rank (left→right for White; mirror for Black): Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook.
- Queens on their color (white queen on light, black queen on dark). Pawns fill the rank in front.
2) Goal
- Checkmate the opponent’s king (king is attacked and cannot escape).
3) Piece Movement
- King: 1 square any direction. Cannot move into check.
- Queen: Any number of squares, rank/file/diagonal.
- Rook: Any number, rank/file.
- Bishop: Any number, diagonal.
- Knight: L-shape (2+1). Jumps over pieces.
- Pawn: 1 forward; from start may move 2. Captures 1 diagonally forward.
4) Special Rules
- Castling: King moves 2 toward a rook; that rook jumps next to the king.
- Allowed if: no pieces between, neither king nor that rook has moved, king not in check, and king does not pass through or land in check.
- En passant: If an enemy pawn advances 2 and lands beside your pawn, you may capture it as if it moved 1, on your very next move.
- Promotion: A pawn reaching the last rank becomes a queen, rook, bishop, or knight (usually queen).
5) Check, Checkmate, Stalemate
- Check: Your king is attacked. You must escape by moving the king, blocking, or capturing the attacker.
- Checkmate: In check and no legal escape → game over, attacker wins.
- Stalemate: No legal move and not in check → draw.
6) Other Draws
- Insufficient material (e.g., lone kings).
- Threefold repetition (same position three times with same side to move and rights).
- Fifty-move rule (50 moves each without pawn move or capture).
- Mutual agreement.
7) Turn Structure
- White moves first. Players alternate one legal move at a time.
8) Quick Tips
- Control the center with pawns and pieces.
- Develop minor pieces (knights/bishops) early; castle your king.
- Avoid moving the same piece repeatedly in the opening without reason.
- Do not leave pieces unprotected; think about checks, captures, and threats each move.